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extracted battle logic into a class
[l2e.git] / src / battle / states / SelectAttackType.cpp
1 #include "SelectAttackType.h"
2
3 #include "SelectIkari.h"
4 #include "SelectItem.h"
5 #include "SelectMoveAction.h"
6 #include "SelectSpell.h"
7 #include "SelectTarget.h"
8 #include "../AttackChoice.h"
9 #include "../BattleState.h"
10 #include "../../app/Application.h"
11 #include "../../app/Input.h"
12 #include "../../common/Item.h"
13 #include "../../math/Vector.h"
14
15 #include <stdexcept>
16
17 using app::Application;
18 using app::Input;
19 using common::Item;
20 using math::Vector;
21
22 namespace battle {
23
24 SelectAttackType::SelectAttackType(Battle *battle, BattleState *parent)
25 : battle(battle)
26 , parent(parent) {
27
28 }
29
30
31 void SelectAttackType::OnEnterState(SDL_Surface *screen) {
32         OnResize(screen->w, screen->h);
33 }
34
35 void SelectAttackType::OnExitState(SDL_Surface *screen) {
36
37 }
38
39 void SelectAttackType::OnResumeState(SDL_Surface *screen) {
40         if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
41                 battle->ActiveHero().GetAttackChoice().SetType(parent->GetAttackTypeMenu().Selected());
42                 battle->NextHero();
43         }
44         if (battle->AttackSelectionDone()) {
45                 // pass through
46                 Ctrl().PopState();
47         }
48 }
49
50 void SelectAttackType::OnPauseState(SDL_Surface *screen) {
51
52 }
53
54
55 void SelectAttackType::OnResize(int width, int height) {
56         Vector<int> offset(parent->ScreenOffset());
57         Vector<int> position(
58                         (parent->Width() - parent->GetAttackTypeMenu().Width()) / 2,
59                         parent->Height() - parent->GetAttackTypeMenu().Height() - parent->GetAttackTypeMenu().Height() / 2);
60         menuOffset = offset + position;
61 }
62
63
64 void SelectAttackType::HandleEvents(const Input &input) {
65         if (input.IsDown(Input::PAD_UP)) {
66                 parent->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
67         } else if (input.IsDown(Input::PAD_RIGHT)) {
68                 parent->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
69         } else if (input.IsDown(Input::PAD_DOWN)) {
70                 parent->GetAttackTypeMenu().Select(AttackChoice::IKARI);
71         } else if (input.IsDown(Input::PAD_LEFT)) {
72                 parent->GetAttackTypeMenu().Select(AttackChoice::ITEM);
73         } else {
74                 parent->GetAttackTypeMenu().Select(AttackChoice::SWORD);
75         }
76
77         Hero &hero(battle->ActiveHero());
78         AttackChoice &ac(hero.GetAttackChoice());
79         if (input.JustPressed(Input::ACTION_A)) {
80                 switch (parent->GetAttackTypeMenu().Selected()) {
81                         case AttackChoice::SWORD:
82                                 if (hero.HasWeapon()) {
83                                         if (hero.Weapon()->GetTargetingMode().TargetsAll()) {
84                                                 ac.SetType(AttackChoice::SWORD);
85                                                 battle->NextHero();
86                                                 break;
87                                         } else {
88                                                 ac.Selection().ReadMode(hero.Weapon()->GetTargetingMode());
89                                         }
90                                 } else {
91                                         ac.Selection().SetSingle();
92                                 }
93                                 ac.Selection().Reset();
94                                 Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), parent->Res().weaponTargetCursor));
95                                 break;
96                         case AttackChoice::MAGIC:
97                                 if (battle->ActiveHero().CanUseMagic()) {
98                                         Ctrl().PushState(new SelectSpell(battle, this));
99                                 }
100                                 break;
101                         case AttackChoice::DEFEND:
102                                 ac.SetType(AttackChoice::DEFEND);
103                                 battle->NextHero();
104                                 break;
105                         case AttackChoice::IKARI:
106                                 Ctrl().PushState(new SelectIkari(battle, this));
107                                 break;
108                         case AttackChoice::ITEM:
109                                 Ctrl().PushState(new SelectItem(battle, this));
110                                 break;
111                         default:
112                                 throw std::logic_error("selected invalid attack type");
113                 }
114         } else if (input.JustPressed(Input::ACTION_B)) {
115                 ac.Reset();
116                 battle->PreviousHero();
117                 if (battle->BeforeFirstHero()) {
118                         Ctrl().ChangeState(new SelectMoveAction(battle, parent));
119                 } else {
120                         battle->ActiveHero().GetAttackChoice().Reset();
121                 }
122         }
123
124         if (battle->AttackSelectionDone()) {
125                 Ctrl().PopState();
126         }
127 }
128
129 void SelectAttackType::UpdateWorld(Uint32 deltaT) {
130
131 }
132
133 void SelectAttackType::Render(SDL_Surface *screen) {
134         parent->RenderBackground(screen);
135         parent->RenderMonsters(screen);
136         parent->RenderHeroTags(screen);
137         RenderMenu(screen);
138 }
139
140 void SelectAttackType::RenderMenu(SDL_Surface *screen) {
141         parent->GetAttackTypeMenu().Render(screen, menuOffset);
142 }
143
144
145 const Resources &SelectAttackType::Res() const {
146         return parent->Res();
147 }
148
149 graphics::Menu<const Item *> &SelectAttackType::ItemMenu() {
150         return parent->ItemMenu();
151 }
152
153 const graphics::Menu<const Item *> &SelectAttackType::ItemMenu() const {
154         return parent->ItemMenu();
155 }
156
157 const HeroTag &SelectAttackType::HeroTagAt(int index) const {
158         return parent->HeroTagAt(index);
159 }
160 const Vector<int> &SelectAttackType::HeroTagPositionAt(int index) const {
161         return parent->HeroTagPositionAt(index);
162 }
163
164 const Vector<int> &SelectAttackType::ScreenOffset() const {
165         return parent->ScreenOffset();
166 }
167
168 int SelectAttackType::Width() const {
169         return parent->Width();
170 }
171
172 int SelectAttackType::Height() const {
173         return parent->Height();
174 }
175
176 }